Base Class: Barbarian
Background
For some Barbarians, rage is so much more than a tool. It is a fiery weapon. Path of Eruption barbarians can channel their rage into devastating fiery Eruptions, boiling over and unleashing their rage into a battlefield-controlling explosion that demands the attention of everyone present. You can turn the tide of a battle with a single violent act, but be careful, recklessly erupting may take its toll on you and possibly even your allies.
The inspiration for this subclass was a jokey question that I took way too seriously: “What if barbarian could fireball?” I settled on a centered on self-explosion to achieve this. The idea is to be highly effective in area denial / crowd control and less focused on single target damage, while also having enough drawbacks that it's not completely busted (it probably is anyway). At the same time, I really wanted a bunch of room for customization while giving actual depth to what would otherwise be a very shallow subclass identity. Because the subclass hinges on a single damage type (one with a common immunity no less), effectiveness will vary from campaign to campaign.
Level Progression
Level 3
- Gain access to Eruption (See Below for details)
- While raging, gain fire and cold resistance.
-
Channel the Flame
- Choose one of the following Channel the Flame passives for your Eruptions: (See below for details)
- Cautious Flame, Unavoidable Flame, Persistent Flame.
- Choose one of the following Channel the Flame passives for your Eruptions: (See below for details)
Level 6
-
Fiery Aspect
- Choose one of the following Fiery Aspects:
- Fiery Vigor, Fiery Haste, Fiery Tenacity
- Choose one of the following Fiery Aspects:
Level 10
-
Facet of Heat
- Choose one of the following Facet of Heat Features:
- Extreme Heat, Radiating Heat, Bursting Heat
- Choose one of the following Facet of Heat Features:
Level 14
- Advanced Eruption
-
- Choose from two of the following Advanced Eruption Abilities:
- Frightful Eruption, Concussive Eruption, Toxic Eruption, Caustic Eruption
- Choose from two of the following Advanced Eruption Abilities:
Eruption
- Each creature in a 20-foot-radius sphere centered on yourself must make a Dexterity saving throw. A target takes 6d6 fire damage on a failed save, or half as much damage on a successful one.
- The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
- When activating Eruption, you take one quarter of the damage from your Eruption rounded down.
- You are treated as though you had passed the save - halving damage, and then further halving damage due to resistance granted by raging.
- This damage cannot be otherwise reduced or avoided.
- After activating Eruption, you must make a DC 12 constitution saving throw. On a failure your rage ends, and you incur a level of exhaustion. On a success you maintain rage and do not incur a level of exhaustion.
- Failing this save WILL override ‘Persistent Rage’ gained at level 15 and rage will end anyway.
- Eruption save DCs for affected creatures is set by 8 + CON mod + proficiency bonus (for example, if your CON is 16 and you are level 9, save DC would be 8 + 3 + 4 = 15)
- Costs a full Action to activate the ability.
- i.e. even if you have extra attack, you cannot activate eruption and take an attack on the same turn.
- Damage increases by 2d6 at Barbarian levels 6,10, and 14
Channel the Flame
Select one of the following three buffs for your Eruptions: Cautious Flame, Unavoidable Flame, or Persistent Flame
While Raging you gain Fire and Cold Resistance
Cautious Flame
After singeing one too many friends, you have learned to carefully guide your wrath so as to not harm your friends and allies; you can sculpt safe pockets in your Eruptions for your friends and allies.
- Allies automatically pass saves and take no damage from your Eruptions and you can elect to not ignite flammable surfaces or objects
Persistent Flame
Like your rage, your flames simply do not go away; you leave a lasting flame on the objects of your rage.
- All creatures affected by Eruption are afflicted with a burning condition: they take 1d6 fire damage per turn for 3 turns.
- This still applies on a successful save.
- This damage is applied at the start of the creatures turn.
Unavoidable Flame
No one can escape your wrath; reach out farther with your flames.
- Eruption radius increases by 5 ft (20ft->25ft)
Fiery Aspect
Choose one of the following Fiery Aspects: Fiery Vigor, Fiery Haste, Fiery Tenacity
Fiery Haste
Your rage quickens not only your heart, but your pace as well; you move with the speed of a wildfire.
- +10 ft of movement speed when unarmored (permanent, stacks with fast movement)
- Can dash as a bonus action if you have already activated Eruption that turn.
Fiery Tenacity
You thrive in the fires of combat, facing down the horde does not phase you.
- Gain advantage on melee attack rolls when threatened by 2 or more enemies (permanent)
- You may make one attack with main hand weapon as a free action if you have already activated Eruption that turn.
Fiery Vigor
You are bolstered by your Eruptions; such is the nature of your rage.
- No longer take damage from your own eruptions.
- Gain temporary hit points equal to twice barbarian level when activating Eruption. (i.e. 24 at level 12, 12 at level 6)
Facet of Heat
Choose one of the following Facet of Heat Features: Extreme Heat, Radiating Heat, Bursting Heat
Bursting Heat
Even the act of entering rage is explosive in and of itself.
- When activating rage, you also activate a mini-Eruption using your reaction.
- Each creature in a 5-foot-radius sphere centered on the character must make a Dexterity saving throw. A target takes 4d6 fire damage on a failed save, or half as much damage on a successful one.
- Save DC set by 8 + CON + proficiency.
- Does interact with Channel the Flames buffs.
- Cautious Flame: applies as normal.
- Unavoidable Flame: 5 ft radius increased to 10 ft radius.
- Persistent: applies as normal.
- Does not interact with Fiery Aspect buffs
Extreme Heat
Your anger burns so hot that nothing can resist your fire.
- While raging, you ignore fire resistance (not immunity) and add 1d8 fire damage to all melee attacks
Radiating Heat
When you rage, everyone around you can feel the heat of your anger as if you were a bonfire.
- While raging, you gain a Radiating Heat aura with a radius of 30 ft, within which:
- Allies gain resistance to fire and cold damage
- Enemies take 1d6 fire damage at the start of their turn for every turn they remain in the aura
Advanced Eruption
- Choose from two of the following Advanced Eruption Abilities, these abilities can be optionally activated whenever Eruption is activated, provided a bonus action is available:
- Frightful Eruption, Concussive Eruption, Toxic Eruption, Caustic Eruption
Caustic Eruption
Can use a bonus action to add 2d8 acid damage to Eruption. All creatures affected by Eruption must pass an additional dexterity save or have their armor class lowered by 2 for two turns.
- Same DC as eruption save. (8 + CON + proficiency
Concussive Eruption
- Can use a bonus action to add 2d8 thunder damage to Eruption. All creatures affected by your Eruption now must pass an additional dexterity save or be knocked prone.
- Same DC as eruption save. (8 + CON + proficiency)
Frightful Eruption
- Can use a bonus action to add 2d8 psychic damage to Eruption. All creatures affected by your Eruption must pass a wisdom save or be frightened for 1 turn.
- Same DC as eruption save. (8 + CON + proficiency)
Toxic Eruption
- Can use a bonus action to add 2d8 poison damage to Eruption. All creatures affected by Eruption must pass a constitution save or be poisoned for two turns.
- Same DC as eruption save. (8 + CON + proficiency)
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/1/2024 8:31:22 PM
|
3
|
0
|
1
|
Coming Soon
|
|
|
5/1/2024 9:35:17 PM
|
8
|
0
|
2
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted May 1, 2024Version DIfferences are simply formatting fixes. UI for creator sucks